VR Design and Development Portfolio (Peek-A-Bear)
This portfolio is designed to show the sound-based assets I produced during the course of the Peek-A-Bear project, as well as the process of creating these assets and the in-engine work associated with using them to create effective game-based sound design. This portfolio begins with the final audio assets, divided into sections, then the mixing process through utilising the same audio example in different stages of production, before showing a set of screenshots highlighting the in-engine process. Finally, this portfolio ends with an explanation of my additional role in assisting with in-engine placement of models and textures, alongside timelapsed videos of my work.
Ambient Sounds:
Teddy Sounds:
Interactable Elements:
Sound Design Progress Exemplified:
Peek-A-Boo:
Laughing:
Find You:
Unity Building: Sound Placement
Unity makes the process of sound placement easy through its drag-and-drop design, which allowed me to create sound effects that play when the player is near, play upon certain states, or when objects are interacted with. This did come with lots of issues that needed to be resolved, including the deafening blast of every audio file playing simultaneously when the game launched. Below is a set sequential screenshots highlighting the process of sound design within Unity, along with additional explanations.
Unity Building: Model and Texture Placement
An additional role I was assigned in this project was as an additional in-engine/level designer. While it was not my main focus, I did assist in placing assets for the bedroom and hallway, working collaboratively with other group members to ensure their assets were conveyed as they intended. I also worked from a rough concept, created in ‘The Sims 4’ for the general placement of assets. After importing the FBX files into Unity, I dragged and dropped the assets into place, rotating them and correctly sizing them where necessary. The below video is a timelapse of my work level designing by placing, sizing and rotating the models for the bedroom and hallway for our game.
Another element I was responsible for was texturing the assets for the bedroom and hallway (as well as some other random pieces for the house). To do this, I took the already generated texture pictures the asset team exported, (the normal, transparency and smoothness), and dragged them into an empty asset folder marked for a particular asset’s texture. I then created a blank material in Unity, and dragged the images into the corresponding surface input map. Once this was done, I dragged and dropped the newly created texture onto each piece of the asset, fully visualising the amazing assets in-engine! Below is a timelapse video of the process of texturing the bedroom and hallway. Please note that some assets were incorrectly exported or otherwise unoptimised, thus some textures were inaccurate at the stage this video was recorded. Additionally, I forgot to change the workflow mode from metallic. We fixed this later.